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數字文化與全球化(全英本)

  • 作者:趙瑜佩//趙瑜|責編:鄭成業
  • 出版社:浙江大學
  • ISBN:9787308232739
  • 出版日期:2023/10/01
  • 裝幀:平裝
  • 頁數:197
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內容大鋼
    本教材將探討技術、文化和全球化的關係,以及與之相關的理論和實證問題,尤其關注全球數字技術的進步對文化的發展帶來的影響,涉及數字平台、數字鴻溝、青年文化、數字身份等全球數字文化的研究重點,覆蓋電影、電視劇、音樂、短視頻、電子競技、數字遊戲、虛擬現實等數字領域內容,輔之以典型案例,對數字技術的演進與數字文化產業新現象等多個方面進行深入剖析。
    教材秉持立德樹人的教學理念,精心編寫內容積極、時代感強、具有國際視野的內容,且嚴謹挑選具有新時代青年數字文化代表性的實證研究作為教材案例,每章都圍繞以下三條主線敘述:
    (1)數字敘事時代國際傳播生態研究;
    (2)國際本土化理論與實踐探索研究;
    (3)數字敘事時代中外多元主體形象塑造的比較研究。

作者介紹
趙瑜佩//趙瑜|責編:鄭成業

目錄
LECTURE & SEMINAR 1  Communication, Technology and Society
  1.1  Introduction
  1.2  Theory
    1.2.1  What Is Globalization?
    1.2.2  What Is Technology?
    1.2.3  What Is Culture?
    1.2.4  Culture and Globalization
  1.3  Conclusion
  1.4  Extended Readings
  1.5  Post Questions and Discussion
  1.6  Bibliography
LECTURE & SEMINAR 2  Digital Divide
  2.1  Knowledge Gap and Digital Divide
    2.1.1  Knowledge Gap Hypothesis
    2.1.2  New Media vs.Old Media
  2.2  ICT and Digital Divide
    2.2.1  TypesoflCT
    2.2.2  ICT and Digital Access
    2.2.3  Digital Divide: From Access to Use
  2.3  Digital Access and Digital Divide
    2.3.1  Access as a Method of Technology Appropriation
    2.3.2  The Theoretical Framework for Analyzing Access
    2.3.3  Determinants in a Successive Phase of Access
  2.4  Conclusion
  2.5  Extended Readings
  2.6  Post Questions and Discussion
  2.7  Bibliography
LECTURE & SEMINAR 3  Youth Culture, Audio-Visual Communication, and Platformalization
  3.1  Digital Platform
    3.1.1  The Creativity of Youth Culture
    3.1.2  The Creativity of Audio-Visual Communication
  3.2  Subculture
    3.2.1  What Is Subculture?
    3.2.2  Categories of Subculture
    3.2.3  Subculture and Digital Platforms
  3.3  Case Study
    3.3.1  Case 1: An Example of Popular Revenge
    3.3.2  Case 2: Urban Entertainment Subculture and Black Music: Blues, Ragtime and Jazz
    3.3.3  Case 3: China's Cultural Evolution: Egao, Digital Parody, and Politics
    3.3.4  Case 4: Harajuku Culture in Japan
  3.4  Conclusion
  3.5  Extended Readings
  3.6  Post Questions and Discussion
  3.7  Bibliography
LECTURE & SEMINAR 4  ESport, Platform Economy Career Development and Wellbeing
  4.1  Background
  4.2  Theory
    4.2.1  Platformization and Infrastructuralization
    4.2.2  Stigma Power
  4.3  Case Study

    4.3.1  Case 1: Tencent--The Platformizing ESports Conglomerate
    4.3.2  Case 2: Challenges Faced by Chinese ESports Professional Players
  4.4  Conclusion
  4.5  Extended Readings
  4.6  Post Questions and Discussion
  4.7  Bibliography
LECTURE & SEMINAR 5  Hip-Pop, Music and Technological Power
  5.1  Theory: Critical Transculturalism
    5.I.1  Cultural Syncretism
    5.1.2  Cultural Hybridization
    5.1.3  Cultural Imperialism vs.Cultural Pluralism
  5.2  Case Study: Hip-Hop in China
    5.2.1  Background: Keywords that Help to Understand Hip-Hop
    5.2.2  Globalization of Hip-Hop
    5.2.3  Chinese Hip-Hop Music
  5.3  Conclusion
  5.4  Extended Readings
  5.5  Post Questions and Discussion
  5.6  Bibliography
LECTURE & SEMINAR 6  Chinese Cinema History and Globalization
  6.1  Background
  6.2  Chinese Cinema History
    6.2.1  Beginning of Chinese Cinema
    6.2.2  Early Communist Era: 1949-1960s
    6.2.3  Cultural Revolution: 1967-1977
    6.2.4  The Fifth Generation: Mid-Late 1980s and 1990s
    6.2.5  The Sixth Generation: 1990s-
    6.2.6  Current Cinema Culture in China
  6.3  Transnational Chinese Film Studies
    6.3.1  Yransnationalism of Transnational Chinese Films
    6.3.2  Challenges of Transnational Chinese Film Studies
  6.4  Conclusion
  6.5  Extended Readings
  6.6  Post Questions and Discussion
  6.7  Bibliography
LECTURE & SEMINAR 7  Film Making, Communication, and Technical Skills
  7.1  Visual Narration
    7.1.1  Cinematography vs.Mise-en-Scene
    7.1.2  Composition of the Frame
    7.1.3  Aspect Ratio
    7.1.4  Mobile Framing
    7.1.5  Cinematography and Perspective
  7.2  Technical Narration
    7.2.1  New Style: Virtual Reality
  7.3  Interactive Narration
    7.3.1  Case Study: Netflix and Interactive Films
  7.4  Conclusion
  7.5  Extended Readings
  7.6  Post Questions and Discussion
  7.7  Bibliography

LECTURE & SEMINAR 8  Consumption of Image Representation Discourses
  8.1  How to Analyze Images
    8.1.1  Theories of Signs: Linguistics and Semiotics Approaches
    8.1.2  Culture Study Approach: Hall's Representation Theory
    8.1.3  Foucault's Discourse Theory: Power and Discursive Practices
  8.2  Case Study
    8.2.1  Case 1: The Semiotics in Advertising
    8.2.2  Case 2: Representation of Girlfriendship in the TV Drama
  8.3  Conclusion
  8.4  Extended Readings
  8.5  Bibliography
LECTURE & SEMINAR 9  AI in Media
  9.1  Background
  9.2  Theory
    9.2.1  Machine Generated Content
    9.2.2  intelligent Recommendation
    9.2.3  Extended Reality
  9.3  Case Study
    9.3.1  Case 1: Quakebot: Automated Earthquake Reports
    9.3.2  Case 2: Douyin: Intelligent Recommendation for Short Video
    9.3.3  Case 3: Motion-Driven VUPs and Data-Based Virtual Anchors
  9.4  Conclusion
  9.5  Extended Readings
  9.6  Post Questions and Discussion
  9.7  Bibliography

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